Atari BASIC

This article is about BASIC on the 400/800/XL/XE computers. For the Atari ST language, see Atari ST BASIC. For the Atari 2600 cartridge, see BASIC Programming.
Atari BASIC
An Atari BASIC program ready to run
Original author(s) Paul Laughton
Kathleen O'Brien
Developer(s) Shepardson Microsystems
Initial release 1979 (1979)
Stable release Revision C / 1983 (1983)
Platform Atari 8-bit family
Type BASIC
License Copyright © 1979 Atari Inc. Proprietary

Atari BASIC is a BASIC interpreter that shipped with the Atari 8-bit family of 6502-based home computers. The language was originally on an 8 KB ROM cartridge. On the XL/XE computers it is built-in and can be disabled by holding down the OPTION key while booting. The XEGS disables BASIC if powered without the keyboard attached.

The complete commented source code and design specifications of Atari BASIC were published as a book in 1983.[1]

Background

The machines that would become the Atari 8-bit family had originally been developed as second-generation games consoles intended to replace the Atari 2600. Ray Kassar, the new president of Atari, decided to challenge Apple Computer by building a home computer instead. This meant Atari needed the BASIC programming language, then the standard language for home computers.

Atari purchased the source code to the MOS 6502 version of Microsoft 8K BASIC. The original 8K BASIC referred to its memory footprint when compiled on the Intel 8080's instruction set. The lower code density of the 6502 expanded the code to about 9 kB. This was slightly larger than the natural 8 kB size of the Atari's ROM cartridges.

Atari felt that they also needed to expand the language to add better support for the specific hardware features of their computers, similar to what Apple had done with their Applesoft BASIC. This increased the size from 9 kB to around 11 kB. Atari had designed their ROM layout in 8 kB blocks, and paring down the code from 11 to 8 kB turned out to be a significant problem. Adding to the problem was the fact that the 6502 code supplied by Microsoft was undocumented.

Six months later they were almost ready with a shippable version of the interpreter. However, Atari was facing a deadline with the Consumer Electronics Show (CES) approaching, and decided to ask for help to get a version of BASIC ready in time for the show.

Shepardson Microsystems

The 8K ROM Atari BASIC cartridge for Atari 8-bit computers.

In September 1978 Atari asked Shepardson Microsystems to bid on completing BASIC. Shepardson had written a number of programs for the Apple II family, which used the same 6502 processor, and were in the middle of finishing a new BASIC for the Cromemco S-100 bus machines (Cromemco 32K Structured BASIC). Shepardson examined the existing work and decided it was too difficult to continue paring it down; instead they recommended developing a completely new version that would be easier to fit into 8K. Atari accepted the proposal, and when the specifications were finalized in October 1978, Paul Laughton and Kathleen O'Brien began work on the new language.

The result was a different version of BASIC, known as Atari BASIC. In particular, the new BASIC dealt with character strings more like Data General's BASIC than Microsoft's, Microsoft used strings similar to those from DEC BASIC.[N 1]

The contract specified a delivery date on or before 6 April 1979 and this also included a File Manager System (later known as DOS 1.0). Atari's plans were to take an early 8K version of Microsoft BASIC to the 1979 CES and then switch to the new Atari BASIC for production. Because of a bonus clause in the contract, development proceeded quickly and an 8K cartridge was available just before the release of the machines. Because Atari BASIC was delivered before Microsoft BASIC, Atari took it with them to the CES.

Releases

Shepardson's programmers found problems during the first review and managed to fix some of them, but Atari had already committed ATARI BASIC to manufacturing, and the technology of the time did not permit changes. So it was manufactured with known bugs, and became known (as a retronym) Revision A.

The version can be determined by typing PRINT PEEK(43234) at the READY prompt. The result is 162 for Revision A, 96 for Revision B, and 234 for Revision C.

Description

Program editing

Atari BASIC uses a line editor, like most BASICs of the era. Unlike many BASICs, however, Atari BASIC immediately checks the line for syntax errors as soon as the Enter key was pressed. If a problem is found it re-displays the line, highlighting the text near the error in inverse video. This can make catching syntax errors on the Atari much easier than on other editors; most BASICs will not display the errors until the program is executed.[N 2]

When not running a BASIC program, the Atari is in direct mode or immediate mode. Program lines can be entered by starting with a line number, which will insert a new line or amend an existing one. Lines without a line number are executed straight away, hence the name immediate mode.

When the programmer types RUN the program executes from the first statement.

Unlike most other BASICs, Atari BASIC allows all commands to be executed in both modes. For instance most BASICs only allow LIST to be used in immediate mode, while Atari BASIC also allows it to be used inside a program. This is sometimes used as part of a way to produce self modifying code.

Program lines ("logical lines") can be up to three screen lines ("physical lines") of 40 characters, so 120 characters total. The cursor can be moved freely in these lines, unlike in other BASICs where to get "up" a line one has to continuously scroll leftwards until the cursor is wrapped at the left margin (and similarly to go down when wrapping at the right margin) though that works too, except the cursor when wrapping left to right or right to left does not move up or down a line. The OS handles tracking whether a physical line flowed to the next on the same logical line; the three-line limit is fairly arbitrary but keeps lines below 128 characters and so reduces the chances of buffer overflow.

The cursor can always be moved freely around the screen, and it will wrap on all sides. Hitting "ENTER" will send the tokenizer the (logical) line on which the cursor sits. So, in the example pictured above (with "PRUNT"), all the author needs to do to fix the error is move the cursor over the "U", type I (the editor only has an overwrite mode) and hit Enter.

This is quite a frequent editing technique for, say, renumbering lines. Atari BASIC has no built-in renumbering command, but one can quickly learn to overwrite the numbers on a set of lines then just hit "ENTER" repeatedly to put them back into the program. Indeed, a slightly cryptic but essentially simple idiom allows this to be done by the program itself as it is running, producing self-modifying code. This is not an artifact or cheat around the system but inherent in the combined behavior of the editor and tokenizer.

The tokenizer

Like most BASIC interpreters, Atari BASIC uses a token structure to handle lexical processing for better performance and reduced memory size. The tokenizer converts lines using a small buffer in memory, and the program is stored as a parse tree.[N 3] The token output buffer (addressed by a pointer at LOMEM 80, 8116) is 256 bytes, and any tokenized statement larger than the buffer generates an error (14  line too long). Indeed, the syntax checking described in the "Program editing" section is a side effect of converting each line into a tokenized form before it is stored.

The output from the tokenizer is then moved into more permanent storage in various locations in memory. A set of pointers (addresses) indicates these locations: variables are stored in the variable name table (pointed to at VNTP 82, 8316) and the values are stored in the variable value table (pointed to at VVTP 86, 8716). Strings have their own area (pointed to at STARP 8C, 8D16) as does the runtime stack (pointed to at RUNSTK 8E, 8F16) used to store the line numbers of looping statements (FOR...NEXT) and subroutines (GOSUB...RETURN). Finally, the end of BASIC memory usage is indicated by an address stored at MEMTOP 90, 9116) pointer.

By indirecting the variable names in this way, a reference to a variable needs only two bytes to address its entry into the appropriate table; the whole name does not need to be stored each time. This also makes variable renaming relatively trivial if the program is in storage, as it is simply a case of changing the single instance of its name in the table and the only difficulty is if the name changes length (and even then, only if it gets longer): indeed, obfuscated code can be produced for a finished program by renaming variables in the name tables possibly all to the same name. This doesn't confuse the interpreter since internally it is using the index values not the names. Of course, new code will be difficult to add because the tokenizer has to search the name table to find a variable's index, and can get confused if names are not unique (though it is OK to have names in both the "string" and "variable" namespaces, e.g. HELLO = 10 and HELLO$ = "WORLD", because they have separate tables, that is to say, separate namespaces.)

Atari BASIC uses a unique way to recognize abbreviated reserved words. In Microsoft BASIC there are a few predefined short forms, (like ? for PRINT and ' for REM). Atari BASIC allows any keyword to be abbreviated using a period, at any point in writing it. So L. will be expanded to LIST, as will LI. and (redundantly) LIS.. To expand an abbreviation the tokenizer will search through its list of reserved words and find the first that matches the portion supplied. To improve the chance of a programmer's correctly guessing an abbreviation, to save typing, and to improve the speed of the lookup, the list of reserved words is sorted to place the more-commonly used commands first. REM is at the very top, and can be typed in just as .. This also speeds lexical analysis generally, since although the time to search is in theory proportional to the length of the list, in practice it will find common keywords very quickly, to the extent that good programmers know when a line is syntactically incorrect even before the parser says so, because the time taken to search the list to find it wanting gives an indication that something is wrong.

So whereas Microsoft BASIC uses separate tokens for its few short forms, Atari BASIC has only one token for each reserved word when the program is later LISTed it will always write out the full words (since only one token represents all possible forms, it can do no other). There are three exceptions to this: PRINT has a synonym, ?; GOTO has a synonym, GO TO; and LET has a synonym which is the empty string (so 10 LET A = 10 and 10 A = 10 mean the same thing). These are separate tokens, and so will remain as such in the program listing.

In the keywords for communicating with peripherals (see the Input/Output section, below) such as OPEN # and PRINT #, the " #" is actually part of the tokenized keyword and not a separate symbol. For example "PRINT" and "PRINT #0" are the same thing,[N 4] just presented differently.

Expanding tokens in the listing can cause problems when editing. The Atari line input buffer is three lines (120 characters); up to three "physical lines" make one "logical line". After that a new "logical line" is automatically created. This doesn't matter much for output but it does for input, because the operating system will not return characters to the tokenizer after the third line, treating them as the start of a new "logical line". (The operating system keeps track of the mapping between physical and logical lines as they are inserted and deleted; in particular it marks each physical line with a flag for being a continuation line or a new logical line.) But using abbreviations when typing in a line can result, once they have been expanded on output, to a line that is longer than three lines and, a more minor concern, some whitespace characters can be omitted on input, so for example PRINT"HELLO" will be listed as PRINT "HELLO", one character longer. If one then wants to edit the line, now split across two logical lines, one must replace the expanded commands back with their abbreviations to be submit them back to the tokenizer.

String handling

Atari BASIC differs dramatically from Microsoft-style BASICs in the way it handles strings. In the Microsoft model, strings are variable length without a specified maximum size and string arrays are supported. Atari BASIC strings are arrays of characters, rather like Fortran, and there are no string arrays. A string is allocated a maximum size using the DIM statement; its actual length can vary at runtime from 0 to this maximum size. There is a syntax for slicing up strings, where A$ refers to the entire string and A$(4,6) slices out the three characters at locations 4, 5 and 6. These replace the LEFT$, MID$, and RIGHT$ commands in Microsoft BASIC.

Like most versions of BASIC, strings are not initialized with a default value like "empty," and care has to be taken not to interpret random data in RAM as part of a string. The following trick allows fast string initialization:

 REM Initialize A$ with 1000 characters of x
 DIM A$(1000)
 A$="x":A$(1000)=A$:A$(2)=A$

Input/Output

CIO overview

The Atari OS includes a subsystem for peripheral device input/output (I/O) known as CIO (Central Input/Output). All I/O went through a central point of entry (E45C16) passing the address of an I/O Control Block (IOCB), a 16-byte structure that defines which device was meant, and what kind of operation (read, write, seek etc.). There are 8 such IOCBs, allocated at fixed locations in page 3 of memory from 38016 to 3FF16.

Most programs therefore can be written independently of what device they might use, as they all conform to a common interface this was very rare on home computers when Atari BASIC was first made. virtual devices such as the screen, S: and the editor, E: did have special operations, for example to draw graphics or to ask for line input,[N 5] but these were done in a uniform way and new device drivers could be written fairly easily that would automatically be available to ATARI BASIC and indeed any other program using the Atari OS, for example to provide support for new hardware devices such as mouse pointers, or software devices such as an 80-column display (using typically a 4×8 pixel font). Existing drivers could be supplanted or augmented by new ones since the driver table was searched newest-to-oldest, so a replacement E:, for example could displace the one in ROM to provide an 80-column display, or to piggy-back on it to generate a checksum whenever a line was returned this technique is used for some of the program listing checkers that provide a checksum for each line.

CIO access in BASIC

Atari BASIC supports CIO access with reserved words OPEN #, CLOSE #, PRINT #, INPUT #, GET #, PUT #, NOTE #, POINT # and XIO #. There are routines in the OS for graphics fill and draw, but they are not all available as specific BASIC keywords. PLOT and DRAWTO for line drawing are supported while a command providing area fill is not. The fill feature can be used through the general CIO entry point, which is called using the BASIC command XIO.

Up to eight IOCBs can be in use at a time, numbered 0 through 7 (0 was, by default, the editor E:). The BASIC statement OPEN # was used to prepare a device for I/O access:

 REM Opens the cassette device on channel 1 for reading in BASIC
 OPEN #1,4,0,"C:MYPROG.DAT"

Here, OPEN # means "ensure channel 1 is free" (an error otherwise results), call the C: driver to prepare the device (this will set the cassette tape spools onto tension and advance the heads keeping the cassette tape player "paused"; the 4 means "for read" (other codes were 8 for write, 12 = 8 + 4 for "read-and-write", and so forth), and the third number provides extra auxiliary information, here not used and set by convention to 0. The C:MYPROG.DAT is the name of the device and the filename, as it happens, files on cassette were not named by this device. The string gives the device name and optionally a filename. Physical devices can have numbers (mainly disks, printers and serial devices), so "P1:" might be the plotter and "P2:" the daisy-wheel printer, or "D1:" may be one disk drive and "D2:" another, "R1:" may be a modem and "R2:" an oscilloscope (R for RS-232, provided by an add-on interface and not built into the OS), and so on; if not present, 1 is assumed.

Reserved IOCBs in Atari BASIC

ATARI BASIC disallows access to IOCB 0 (the editor, E:), although it could be accessed as IOCB 16 (which didn't exist but the code wrapped the address back to 0), and reserves IOCB 7 for printing and cassette operations using the built-in commands LPRINT, SAVE, LOAD, CSAVE, CLOAD, though there is nothing to stop printers or the cassette being used on other channels too. IOCB 6 is used for accessing the graphics screen device (S:) for drawing lines, filling shapes and so on. SAVE and LOAD output the compact tokenized form of the BASIC program, LIST and ENTER output and input the text source, just as if they were being sent to or from the editor.

For the other CIO functions, Atari BASIC uses the XIO statement. This just primes an IOCB and calls the CIO entry point; any of the other commands (PRINT, INPUT and so on) can be achieved with the more general form XIO.

But the form of XIO is not very friendly for BASIC users, and it is mostly used for unusual functions that are specific to a particular device. For example, an M: device exists called "Multi-Mouse"[3] that allows an Atari ST mouse, 8-bit trakball, touch tablet, or joystick, to be treated as a device whereby the position of the mouse cursor is set or got with NOTE and POINT commands. It should be remembered here that POINT does not mean, as it does in many BASICs, draw a point on the screen, but point an IOCB channel at a specific place in a file. In Atari DOS the two parameters to NOTE and POINT are the disk sector and offset, which is not very portable. In SpartaDOS they make up the offset from the start of the file. In the Multi-Mouse driver M:, they are the X and Y position of the mouse cursor.

Error Handling

I/O routines returned error codes of 128-255 (8016-FF16) via the processor's Y register and setting the carry flag of the processor. Setting the carry flag is a neat trick since the caller can immediately branch-on-carry (BCC or BCS instructions) to an error routine, a brief, quick and relocatable 6502 instruction (2 bytes, 2 cycles), without having to test Y for the (we hope) normal case where there is no error.

As with other aspects of the CIO, error codes were common across devices but could be extended for particular devices. Error handlers could thus be written quite generically, to fail gracefully, maybe put out a message, ask the user whether to retry, propagate the error, and so on.

There were no user-friendly messages for standard error codes in the OS itself. They would be interpreted by the application.

Atari BASIC (and other languages) thus had the freedom to return error codes less than 128, and these meant different things in different languages. There was nothing to stop a perverse implementer using error codes of 128 or above, but no incentive to do so.

Graphics and sound support

In comparison to the BASICs of some competing machines at the time, Atari BASIC had good built-in support of sound, (SOUND statement), graphics (GRAPHICS, SETCOLOR, COLOR, PLOT and DRAWTO) and peripheral units like joysticks (STICK, STRIG) and paddles (PADDLE, PTRIG). Other home computer users were often left with cryptic PEEKs and POKEs for such programming.

The lack of a FILL command is a notable omission considering that the routine, however primitive, was available in the operating system. It could be achieved with the general-purpose XIO command, but was rather fiddly:

 REM The co-ordinates of the corners of the fill quadrilateral have to be set up
 REM before calling XIO, using POKE into the IOCB. This is quite a trick because
 REM it's not easy to find out where the IOCB is. Anyway, then we do:
 XIO 18,#6,12,0,"S:"
 REM XIO # = Extended IO.
 REM 18 = Fill (17=Drawto).
 REM #6 = On Channel 6, mapped to the graphics screen device.
 REM 12 = Read/write.
 REM 0 = Redundant (unused).
 REM "S:" = Logical device, used only for OPEN and some disk
 REM commands with a target such as for a RENAME
 REM Redundant here but used by convention

Some advanced aspects of the hardware such as sprites were not supported at the language level. The lack of access to timers made sound programming difficult, particularly because North American machines ran on different clock speeds from the rest of the world, because they were tied to the speed of the television system.

Performance

Running on the original equipment, Atari BASIC is slower than other BASICs on contemporaneous equipment for the same home market, sometimes by a surprising amount, especially when one takes into account the fact that the Atari's CPU was clocked almost twice as fast as that of most other 6502-based computers of that era. Most of these problems stemmed from two particularly poorly implemented bits of code.

One is a side effect of how Atari BASIC recalculates line numbers as the program is run. This means that a GOTO has to run a small amount of additional code in order to find the line to jump to.[N 6] This would normally be a minor issue, but the same code is also used to implement NEXT in a FORNEXT loop, so it dramatically lowers performance of these very common loops (indeed, the only loop structure in Atari BASIC). It is obvious that a line number less than 6553610 (1000016) can be stored in a 16-bit unsigned integer, but presumably the designers chose to store it as floating point for other reasons.

Atari BASIC does not do well with integer variables; all numbers are stored as floating point. Atari BASIC relied on the Atari OS's built-in floating point routines (BCD notation), which are relatively slow compared to other representations, even on the same hardware. But most of the slowness of the implementation lies in a particularly poor implementation of the multiply subroutine used throughout the math libraries. This is really not a problem of the language itself but of the underlying OS, but it adds to the general poor performance. More spectactularly, really, the fact that simple integer operations are converted back and forth to floating point really highlights the flaw, especially considering that the Atari's best features rely on special hardware (for graphics, sound and so on) that deals purely in integers: bytes or two-byte words. There is not even in Atari BASIC an easy way to perform bitwise operations.

Several commercial and shareware BASICs were available on the platform that addressed some or all of these issues, resulting in performance that was 3 to 5 times faster than the Atari version. Using these BASICs, the Atari was one of the fastest home computers of its era.

Atari later sold a diskette-based version of Microsoft BASIC, Atari Microsoft BASIC, and later managed to fit it onto a cartridge as well, but no compiler or runtime was available for redistribution.

Advanced techniques

Subroutines

Atari BASIC has no implementation of subroutines, or rather, it does not have a concept of local variables. In Fortran terminology, all variables are COMMON.

But programmers can simulate user functions because of the way the GOSUB command can reference a variable. For example, a programmer could start a subroutine at line 10000 and have the program initialize a variable with that number, e.g. LET TEST = 10000. The calling code can then initialize some mutually understood variables and use the statement GOSUB TEST to invoke the subroutine. The subroutine starting at line TEST can then do its operation on the predetermined variables and put return results into variables available after RETURN.

By extension, if the two agree on two variables, an array called, say, STACK and a numeric variable called STACKTOP, then a stack can be implemented in software whereby local variables are pushed and popped to the stack and so implement local variables. For example:

10 DIM STACK(100)
20 STACKTOP = 0
35 REM LINE NUMBERS OF SOME FUNCTIONS FOLLOW
40 FACTORIAL = 8000
60 PUSHSTACK = 2100
70 POPSTACK = 2200
75 REM LET'S COMPUTE EIGHT FACTORIAL
80 LET STACKVALUE = 8: GOSUB PUSHSTACK
90 GOSUB FACTORIAL
100 GOSUB POPSTACK
110 PRINT "EIGHT FACTORIAL IS "; STACKVALUE
120 END
2099 REM PUSHSTACK SUBROUTINE
2100 STACK(STACKTOP) = STACKVALUE: STACKTOP = STACKTOP + 1: RETURN
2199 REM POPSTACK SUBROUTINE
2200 STACKTOP = STACKTOP - 1: STACKVALUE = STACK(STACKTOP): RETURN
7999 REM FACTORIAL SUBROUTINE
8000 GOSUB POPSTACK
8010 IF STACKVALUE <= 2 THEN GOSUB PUSHSTACK: RETURN
8020 FACTORIAL = STACKVALUE
8030 STACKVALUE = STACKVALUE - 1: GOSUB PUSHSTACK
8040 GOSUB POPSTACK: FACTORIAL = FACTORIAL * STACKVALUE
8050 RETURN

Line 8010 can be optimized because a GOSUB followed by a RETURN is the same as a GOTO, because the subroutine will do the RETURN for us:

8010 IF STACK VALUE <= 2 THEN GOTO PUSHSTACK

This is an example of tail call optimization.

Includes

Because Atari BASIC can read in lines of code from any device, not just the editor, it is possible to save blocks of code and then read them in and merge them into a single program just as if they had been typed into the editor. Of course this means the lines being read in must have line numbers that are not used in the main program. The code to be merged is written to a device as text using the LIST command, and can be put back into the program with the ENTER command. So the stream of text on the device is, from the BASIC interpreter's point of view, no different from that had it been typed into the editor.

By carefully using blocks of line numbers that do not overlap, programmers can build libraries of subroutines (simulating functions as above) and merge them into new programs as needed.

Embedded machine language

Atari BASIC does not have a built-in assembler, but it can call machine code subroutines. The machine code is generally stored in strings, which can be anywhere in memory so the code needs to be position independent, or in the 256-byte Page 6 area (starting at address 153610, 60016), which is not used by BASIC or the operating system. Code can be loaded into Page 6 by reading it from DATA statements.

Machine code is invoked with the USR function. The first parameter is the address of the machine code routine and the following values are parameters. For example, if the machine language code is stored in a string named ROUTINE$ it can be called with parameters as ANSWER=USR(ADR(ROUTINE$),VAR1,VAR2).

Parameters are pushed onto the hardware stack as 16-bit integers in the order specified in the USR function in low byte, high byte order. The last value pushed to the stack is a byte indicating the number of arguments. The machine language code must remove all of these vaues before returning via the RTS instruction. A value can be returned to the BASIC program by placing it in addresses 21210 and 21310 (D416 and D516) as a 16-bit integer.

See also

Notes

  1. The main differences were whether strings were allowed to grow and shrink in size once memory had been allocated for them, and whether the size of the string was constant from the outset (e.g. being padded with some special character meaning "end of string") or whether the size was stored independently. Both approaches have advantages and disadvantages, depending on how one is expecting them to be used.
  2. The Sinclair ZX family of machines also adopts the approach of checking each line as it was entered, although it differs by not even allowing the line to be entered until it is syntactically correct, which can be a hindrance to the programmer when writing a line of code but wanting to look up something elsewhere in the program.
  3. Although Wilkinson implements the parse tree as a set of tables which is really an implementation detail.
  4. Although 0 is actually explicitly disallowed here by BASIC assuming it to be a coding error, isn't it?
  5. E: was pretty much a combination of S: and the keyboard, K:
  6. For added excitement, unlike in most other BASICs, if the line number is not found, execution continues at the lowest-numbered line higher than that specified rather than producing an UNDEFINED STATEMENT ERROR

References

Citations
  1. Wilkinson, Bill (1983), The Atari BASIC Source Book, Compute! Books, ISBN 0-942386-15-9
  2. 1 2 "Atari BASIC Bugs", Compute!, July 1986, pg. 10
  3. Published in Page 6 magazine, July 1986.
Bibliography

External links

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